/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.item.L2WeaponType;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * @author _tomciaaa_
 */
public class StrSiegeAssault implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.STRSIEGEASSAULT
	};
	
	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		if (activeChar == null || !(activeChar instanceof L2PcInstance))
			return;
		
		L2PcInstance player = (L2PcInstance) activeChar;
		
		// Checks
		if (player.checkIfOkToUseStriderSiegeAssault(skill))
		{
			// damage calculation
			int damage = 0;
			
			for (L2Character target : (L2Character[]) targets)
			{
				L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
				if (target.isAlikeDead())
					continue;
				
				boolean dual = activeChar.isUsingDualWeapon();
				byte shld = Formulas.calcShldUse(activeChar, target);
				boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill));
				boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER);
				
				if (!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
					damage = 0;
				else
					damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, soul);
				
				if (damage > 0)
				{
					activeChar.sendDamageMessage(target, damage, false, false, false);
					target.reduceCurrentHp(damage, activeChar, skill);
				}
				else
					activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
				
				if (soul && weapon != null)
					weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
			}
		}
	}
	
	@Override
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}